S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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b1k3rdude Nov 24, 2024 @ 2:52pm
Bolt: throw gently key bind, cant be changed.
So I have LMB bound to walk forward, but the game for some reason has this hard coded to 'Throw gently'
Last edited by b1k3rdude; Nov 25, 2024 @ 6:32am
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Showing 1-13 of 13 comments
WINKOИER Nov 24, 2024 @ 2:53pm 
Yea I can walk with the bolt, no problem
b1k3rdude Nov 24, 2024 @ 3:18pm 
Any pointers as to what control setting I should be look at? I should have also stated I am not running stock bindings.
Last edited by b1k3rdude; Nov 24, 2024 @ 4:29pm
b1k3rdude Nov 24, 2024 @ 3:23pm 
Welp, I tried to have another look at the settings, but now the game is crashing to desktop with a kernel error.
Last edited by b1k3rdude; Nov 24, 2024 @ 3:23pm
WINKOИER Nov 24, 2024 @ 3:25pm 
Beats me. Maybe check the secondary keybinds if there's a any conflict? I changed lot of keybinds too including bolt quick access, but I didn't encounter such issue.

Also you could try reverting to default if it fixes the issue. If not it might be something else.

You can backup your current keybinds from AppData/Local/Stalker2/Saved/CustomizeControls.cfg
Cryptic Nov 24, 2024 @ 3:27pm 
i can't walk and chew gum at the same time

https://www.youtube.com/watch?v=LykkBzaceYw
b1k3rdude Nov 24, 2024 @ 3:56pm 
Originally posted by WINKOИER:
Beats me. Maybe check the secondary keybinds if there's a any conflict? I changed lot of keybinds too including bolt quick access, but I didn't encounter such issue.

Also you could try reverting to default if it fixes the issue. If not it might be something else.

You can backup your current keybinds from AppData/Local/Stalker2/Saved/CustomizeControls.cfg
thanks.
b1k3rdude Nov 25, 2024 @ 6:32am 
So looking at -

- AppData/Local/Stalker2/Saved/CustomizeControls.cfg

The only section that has 'throw' in it, is for the grenade, there isn't one for the bolt.

--------------------------------------------------------------------------------------------------
Bolt =
Grenade : struct.begin
[0] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = Grenade_ThrowWeakAlt
InputActionSID = IA_Grenade_ThrowWeak
Key = None
OldKey = None
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Down
struct.end
struct.end
[1] : struct.begin
DefaultID = -1
bIsPlayerMappable = true
PlayerMappableOption = Grenade_ThrowWeak
InputActionSID = IA_Grenade_ThrowWeak
Key = None
OldKey = None
Triggers : struct.begin
[0] = EPlayerActionInputTrigger::Down
struct.end
struct.end
struct.end
------------------------------------------------------------------------------------------------

Even if I change the main/alt keys to 'none' the game STILL uses the RMB to 'throw gently'
Last edited by b1k3rdude; Nov 25, 2024 @ 6:42am
b1k3rdude Nov 25, 2024 @ 7:52am 
Logged a support ticket with GSC, as I should be able to change key binds without them being hard coded.
Last edited by b1k3rdude; Nov 25, 2024 @ 3:30pm
b1k3rdude Nov 26, 2024 @ 10:19am 
I logged a ticket with GSC, but I got aqn uproductive reply -

"Our team is aware of these concerns, and they’ve been shared with the development team for review and future improvements. While we don’t have
a specific timeline to share right now, please know that we’re committed to addressing these issues."
Myztkl©-Kev Nov 26, 2024 @ 10:23am 
throw the bolt gently CAN be rebound, it just doesn't work. It works properly for grenades but not for bolts (the same function/button). I opened a support ticket and reported the bug on launch day. I swap space and mouse2 (mouse2 for jump and space for ADS/secondary fire) and I can jump just fine when I have grenades out and space will underhand them, but when I have bolts out, it still uses mouse2 to underhand them and I can't jump which makes it annoying for jumping puzzles with anomalies as I have to throw the bolt and then put it away real fast so I can run and jump.
b1k3rdude Dec 2, 2024 @ 10:24am 
Originally posted by Myztkl©-Kev:
I can't jump which makes it annoying for jumping puzzles with anomalies as I have to throw the bolt and then put it away real fast so I can run and jump.
Yep, and I cant walk forward, so have to through and then select another weapon so I bloody walk forward.

The issue is that the RMB function is hard bound.
b1k3rdude Dec 4, 2024 @ 1:19am 
As of patch 1.03 this is still broken, an issue.
dumb Dec 10, 2024 @ 5:05am 
Potential fix

I managed to fix it by editing \AppData\Local\Stalker2\Saved\CustomizeControls.cfg and splitting the part where the Bolt + Grenade bind are defined together into two separate binds.

Old, busted bind:
Bolt = Grenade : struct.begin [0] : struct.begin DefaultID = -1 bIsPlayerMappable = true PlayerMappableOption = Grenade_ThrowWeak InputActionSID = IA_Grenade_ThrowWeak Key = MiddleMouseButton OldKey = RightMouseButton Triggers : struct.begin [0] = EPlayerActionInputTrigger::Down struct.end struct.end struct.end

New, working binds:
Bolt : struct.begin [0] : struct.begin DefaultID = -1 bIsPlayerMappable = true PlayerMappableOption = Bolt_ThrowWeak InputActionSID = IA_Bolt_ThrowWeak Key = MiddleMouseButton OldKey = RightMouseButton Triggers : struct.begin [0] = EPlayerActionInputTrigger::Down struct.end struct.end struct.end Grenade : struct.begin [0] : struct.begin DefaultID = -1 bIsPlayerMappable = true PlayerMappableOption = Grenade_ThrowWeak InputActionSID = IA_Grenade_ThrowWeak Key = MiddleMouseButton OldKey = RightMouseButton Triggers : struct.begin [0] = EPlayerActionInputTrigger::Down struct.end struct.end struct.end

Now if only I could figure out how to persist the invert mouse setting.
Last edited by dumb; Dec 10, 2024 @ 5:06am
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Date Posted: Nov 24, 2024 @ 2:52pm
Posts: 13